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Topics - Jo'ou Ranbu

Pages: 1 ... 19 20 [21]
501
Writeup Graveyard / Jade (vs. Ted)
« on: March 07, 2008, 06:04:52 PM »
Glorious is this season, for Jade of the Black Dragon Empire is ready for another easy victory. Dispatching Celes was no difficult task for the mighty general, and this Soul Eater kid has little better to speak of in his defense. Judgment? Hah, Jade has more than enough durability to handle all the castings Ted can spit out. Silent Lake? Pfft, as if Ted's horrendously frail build could withstand Jade's strong barehanded attacks. To that matter, Ted isn't magically resilient enough to handle the ridiculous destructive power of BoltX either. His resources are all but useless against such a durable and damaging contestant, and Jade's power can make mincemeat of this scrawny mage at any time. Jade's second championship draws closer and closer, and he can already savor the sweet taste of victory!

502
Writeup Graveyard / Canas (vs. Nino)
« on: March 07, 2008, 05:58:33 PM »
The gentle druid Canas is quite proud of little Nino. In spite of her raw initial ignorance and terrible upbringing, she overcame all odds, becoming quite a capable mage, worthy of his pursuit of knowledge, her kindness and innocence aiding her in such a difficult ordeal. However, an ironic twist brings them against each other in the arena this week: against Canas, Nino may be up against her most daunting challenge yet. While facing off her dear tutee isn't something he wants to do, Canas has the right tools to prove his current superiority to the young magess: while she doubles his assaults, Canas himself has the aid of Nosferatu to whittle down Nino, alongside a weapon triangle advantage that neuters her evasion and naturally strong resilience to magic. Nino still has a long way to go in her path as a mage, and as much as it pains Canas to show her that, it's also his duty as a master to teach Nino a lesson in humility.

503
Writeup Graveyard / Lute (vs. Bright)
« on: March 07, 2008, 05:53:50 PM »
In the name of MAGICAL SCIENCE and ARCANE KNOWLEDGE, Lute, the girl prodigy of Renais, shall continue her intense pursuit of power and wisdom in the Middle Arena! And lookie here, this week's fight gives her the perfect opportunity to engage in a most interesting biology study: after all, dragons may not be unknown to the young Sage, but they're nonetheless rare and excitingly mysterious. Disecting such a mythical creature would most likely be a lifetime opportunity! However, Bright is still a living creature, and Lute probably should take care of that first. But that's no issue: with wise castings of Thunder and ever handy counters, Lute should put the white dragon down, and in prime condition for the pursuit of MAGICAL SCIENCE. Knowledge has never been such a simple matter!

504
Godlike

Queen Remedi (FFTA) vs Mr S. (FFL2)
Mint (ToF) vs Bahamut (FFs)

Heavy

Wild Jango (MMXCM) vs Alakazam (PKMN)
Warmech (FF1) vs Gwendolyn (OS)

Middle

Ninjask (PKMN) Vs Montblanc (FFTA)
Ciato (Saga) vs Baofu (Pers2)

Light

Goblin (Saga) vs Lickick (GG)
Genshu (S2) vs Brusom (Brig)

505
Godlike

Jenna Angel (DDS) vs. Belial (WA4)
Wren (PS4) vs. Xenobia (L:SSSC)
Zed (WA) vs. Ellen Kirishima (Pers)
Patriarch Sergius XVII (XS2) vs. Yuri Volte Hyuga (SHs)

Heavy

Surt (VP1) vs. Edgar Roni Figaro (FF6)
Tifa Lockheart (FF7) vs. Vulcanus (Disgaea)
Demi (PS4) vs. Belcoot (S5)
Kharg (AtL4) vs. Zera Valmar (G2)

Middle

Guy (L2) vs. Luke fon Fabre (TotA)
Sara (BoF1) vs. Elly van Houten (XG)
Canas (FE7) vs. Ronfar (L:EBC)
Nino (FE7) vs. Kornell (G3)

Light

Lowen (FE7) vs. Tia (L2)
Mojo (CC) vs. Spar (BoF2)
Lani (FF9) vs. Roland (S3)
Cyan Garamonde (FF6) vs. Zegai (S5)

Bonus: Rejected! (Seifer, Freed Y, Guile, Futch, Rassius Luine vs Fujin and Raijin)

506
Writeup Graveyard / Nino (vs. Kornell)
« on: February 29, 2008, 07:33:17 PM »
The innocent angel hailing from the dreaded Four Fangs once again jumps into the arena to spread news about her skill and worth! And this might be one of her hardest matches yet - the evil henchman Kornell, working for the ranks of angst overwhelming and destruction of all that is Flonne, packs a punch and would definitely send many Middles crying for their mommies. However, Nino is strong and sturdy, she can take the heat! Vastly outspeeding him, she can simply apply doubled Fire castings against her opponent, and counter whenever he tries striking himself. With such a dazzling speed advantage, she can certainly vanquish this foe before his iron fist crumples her, chalking up yet another victory for the forces of good!

507
Writeup Graveyard / Spar (vs. Mojo)
« on: February 29, 2008, 07:28:48 PM »
The Light arena has far too much space for strange indignities. Spar, a noble, quiet child of nature's very core, blessed with the whispers of sacred earth, has to face a... a... in the name of Namanda, what is that -thing-? A living voodoo doll, plaguing people with its annoying movement and stray pins or something? That simply cannot be happening. As said, Light has far too much leeway for indignified shows, and Spar could stand to avoid them after that unhappy stint as a circus freak. But no matter. With his healing, protective buffs and ice magic, Spar can simply whittle down this hyperactive mojo freak in a match that may be slow, but will yield definite, one-sided results. Nature's blessing is more than enough to deal with an animated curse fetish.

508
Writeup Graveyard / Lani (vs. Roland)
« on: February 29, 2008, 07:24:16 PM »
Well, this is a doozy! Lani may not seem like much, but she's actually deceptively powerful in spite of being an Amarant fangirl (seriously, of all the people... granted! BETTER THAN FANGIRLING OVER ZIDANE IN YOUR FACE MONKEYBOY). Her mastery of elemental magic and blistering speed hand her a combination that essentially spells doom all over Light, and could actually get her into the Heavy division! As such, dealing with a low-brow slugfester like this aloof elf named Roland should be cake. His offense is terribly lacking, and his speed ain't much better, which means he can hardly deal with a couple castings of her Ra-level spells. This should end quickly and painlessly for Lani, and she shall keep her stride towards Light domination going strong and sturdy! This Zexen Knight will only be the first stepping stone!

509
Writeup Graveyard / Lowen (vs. Tia)
« on: February 29, 2008, 07:20:04 PM »
Lowen is truly a tragic figure in the ranks of Lycia's Knightdom. A master chef blessed by the stars of gastronomy, sporting a faultless taste for spices and recipes, stuck within the relentless winds of battle and war. However, he will find he is not alone this week, for he faces someone who, phantom fish dinner disasters aside, is almost as skilled a cook as he is. The shopkeeper Tia has all the markings of a great housewife and chef, and, for that, she has this lowly cavalier's admiration. But that will not stop Lowen from giving his all in battle! Tia severely lacks the sturdiness for battle that the scruffly-haired horserider boasts, and while she has quite the speed edge on him, this won't matter the minute Lowen scores a Killer Lance critical. The best consolation she can hope for is trading cooking secrets and special ingredients with the knight once the battle's over, though. After all, even in the arena, master chefs stick together!

510
Writeup Graveyard / Xenobia (vs. Wren)
« on: February 29, 2008, 06:35:11 PM »
The Vile Tribe has long gone with meager recognitions in the Duelling League since the sisters Royce and Xenobia earned their place in Godlike, and they could never quite let this slide. The strongest of the dreaded witches of the forbidden land may have her work cut out for her in this new season, but she's hardly afraid of a robot! This android certainly lacks the full gear needed to take one of Ghaleon's most faithful servants - while Wren's armor is certainly sturdy, it's woefully ineffectual against magical assaults. Just what Xenobia's skills lend to perfectly! There is little issue if she can't petrify the bloodless doll right there and then, Wren's magical weakness combined with your average android's nigh-universal weakness to lightning means that Xenobia can cause hell with strategically applied Sonic Booms. The Vile Tribe will not be tainted by a mere glorified puppet! Xenobia shall prevail!

511
Writeup Graveyard / Wren (vs. Xenobia)
« on: February 29, 2008, 06:03:46 PM »
Operational systems optimized. Attack patterns calibrated. Targetting software fully functional. Regeneration chips ready to go. The master of Kuran Satelite is prepared to engage his newest assignment in the Duelling League, and his technical specs are more than upgraded enough to reassure the success of this mission. Against the Vile Tribe sorceress Xenobia, the battle android needs little more than apply his standard battle procedures: Xenobia's petrifying spells have no effect against Wren, and his heavily armored core, paired with Barrier's protective measures and Recover's top-of-the-line regenerative protocols, will fend off any assault the sluggish magess can muster against him. However, even one as durable as Xenobia may have problems slugging through the android's heavy artillery - including the dreaded Posibolt - in a more prolonged fight. As such, this should be no more difficult than your average surveillance mission. Chances of success: in the vicinity of 100%.

512
Godlike

A-Tur (BoF4) vs Boy (SoE)
Julius (FE4) vs Benjamin (FFMQ)

Heavy

Ashley Riot (VS) vs Marianne (LoL2)
Dylan (VP2) vs Korgan Bloodaxe (BG2)

Middle

Soldier (DW3) vs Harken (FE7)
Harley (DDS) vs Raven (S5)

Light

Morph Jerme (FE7) vs Everdred (EB)
Mist Dragon (FF4) vs Pappilon (LPT)

513
Writeup Graveyard / Mia Ausa (vs. Rude)
« on: February 22, 2008, 09:43:50 PM »
Powerful, demure and responsible, the Vane magess Mia Ausa is a veritable power within the ranks of Light. Her mastery of arcana can make miracles, and it isn't too bad an asset in an actual duel, either. With Flameria and Cryo Wall, the young heiress of Vane's magical legacy can bring your typical sword-wielding knight to his knees in no time. However, she is not fighting a knight, but a violent suit-clad agent. The Turk Rude, in spite of his bare-handed style, packs a fair punch and absorbs the Fire element, rending the might of Flameria useless here. However, Mia has more than enough under her sleeve to work things out: if she can't count on fire, she will rely on gelid towers of sharp icicles to undo her foe. With her ice spells, she will both keep the sluggish Turk at bay, and he will barely graze through Mia's skin with his fists after a couple castings of Cryo Wall. A simple dystopia of ice should be more than enough to handle this rough glorified mercenary.

514
Writeup Graveyard / Jade (vs. Celes Chere)
« on: February 22, 2008, 09:29:43 PM »
BoltX. BoltX. BoltX. With such a spell, capable of tearing mountains apart and making people explode in a jiffy, it's small wonder the traitorous general Jade has such a notable history in the Duelling League, including a venerable Godlike belt under his name. However, much to his chagrin, the former Gestahl Empire general Celes Chere carries a trusty ward to the mighty lightning: the Minerva armor, which nulls many elements - thunder among them. However, this concerns the general little, all in all. He still has heartbreaking durability and a solid enough physical attack to fall back on in order to whittle down Celes. Even under the Safe spell, her healing is rather unimpressive, easily broken, and Celes lacks the offense to blitz through Jade to boot. It will be an obnoxious battle of attrition, for sure, but Jade still has what it takes to deal with such flies even when denied his trademark spell!

515
Writeup Graveyard / Ted (vs. Ryu The Third)
« on: February 22, 2008, 09:21:28 PM »
The cursed Soul Eater has had a forced break for quite some time, but its raging wiles are far from quelled, even after Ted's rightful return to Godlike. The young-looking lad is up and ready for distinct challenges in his new old home, and he's quite certainly up to the task of dealing with the most powerful of all Brood members - Ryu the Third. The dragon warrior is certainly a repulsively fearsome beast once he gets going - however, Ted has all he needs to stop Ryu from getting this far: being more agile than the just barely above average blue-haired dragon boy, and notably so as soon as he equips a Tai-Chi Garb, Ted needs but one casting of Judgment to obliterate Ryu's not so impressive build pre-Accession. Such a powerful spell felled far more durable beings in a single casting, and Ryu is not nearly as strong as he'd need to be to withstand the ultimate scream of hunger from the accursed True Rune. It won't be pretty, nor clean, but it will be clear-cut: Ted has all the right things to prove his worth in Godlike once again.

516
Writeups / Missing Bios: The Return
« on: February 17, 2008, 05:47:28 AM »
Ganked by Super.

Q: What are bios?

A: They're brief overviews of characters, usually with a small section on in game/character stuff, and a small section on DL history/what they can do. They aren't really meant to be a mechanics overview, so shy away from that. General stuff like: "FF1 Knight is -the- classic Final Fantasy tank, and woe to anyone who gets in the way of his blade" is good. Stuff like: "FF1 Knight has 154% PC HP and reduces physical damage by 47% and has a 60% accurate Silence spell" are not.

We're mostly done with these, but there are about 50 or so that need to be done, plus updating bios for current fights. A lot of bios haven't been touched in years, and could have a lot of history and information added. Anyone is welcome to do these, it's open access for all. If you have access to the writer's boards, feel free to post them on site with a note here about which ones you've done. If you haven't done it yet, feel free to post them here and one of the staffers will post them. I can give people access to the site who don't have it, but it'll have to wait until after I get back in two weeks.
Undone bios:

Disgaea2 Adell Yes
Disgaea2 Axel No
Disgaea2 Hanako No
Disgaea2 Rozalin No
Disgaea2 Taro No
Disgaea2 Tink Yes
Disgaea2 Yukimaru No
Disgaea2 Zenon No
FE9 Volke No
FE9 Naesala No
Pers3 Akihiko Sanada No
Pers3 Jin Shirato No
Pers3 Junpei Iori No
Pers3 Ken Amada No
Pers3 Shinjiro Aragaki No
Pers3 Takaya Sakaki No
Pers3 Yukari Takeba No
S2 Nina No
S2 Oulan No
S2 Simone Verdricci No
SoA Enrique No
SoA Fina No
SoA Gilder No
SoA Vyse No
Suikos Humphrey No
TotA Natalia No
VP1 Barbarossa
VP1 Grey
VP1 Jun

Also, Mana Khemia plus MMXCM bios.

All the bios for this season need to be looked at and make sure they're up to date as well.

517
RPG Stats Forum / Fire Emblem VI
« on: February 05, 2008, 04:02:09 AM »
By Meeple's request, this is FE6's new - and not so unofficial - stat topic! Everything is done in a neat, cute spreadsheet for your convenience. Two things to take note of: I didn't take caps into consideration unless they were actually hit, promoted or unpromoted, and I rounded all calculations up to the nearest integer. In the case of evasion, I rounded up only the result of previous calculations (Evasion = Speed*2+Luck). All stats are taken at level 20/15, except for characters without promotions (taken at level 20) and characters who join at a level higher than 20/15 (like Karel and Niime). In that case, they're taken at the level they join in. Now, let's get started with the formulae and stats. Also, I did some name changes to their translated versions, but these were done in Photoshop. So, those changes aren't alphabetically sorted. Sorry, but you'll manage.

HP (Hit Points) - These are the equivalent of Hospital Points. Lose all of them and you get a free bed in the hospital of your choice.

POW (Strength/Magic) - This indicates how hard a character hits (either physically or magically). Fighters have Strength, mages have Magic.

SKL (Skill) - This indicates a character's skill with weapons. Higher skill means better base accuracy and higher critical rate.

SPD (Speed) - This stat affects two things: a character's evasion and his/her chances on doubleturning/being doubled. If a character has at least a 4-point speed advantage over his enemy, he doubles his attack. Likewise, if an enemy has at least 4 points of speed over a character, the character gets doubled. How in hell you interpret this stat is up to you.

LUCK (Luck) - This stat affects accuracy, evasion and critical odds. Higher luck means better evasion, higher accuracy and diminishes the odds of a critical hit from an enemy.

DEF (Defense) - This stat indicates a character's resilience against physical attacks. Higher defense means less damage suffered from physicals.

RES (Resistance) - This stat represents a character's resistance against magical attacks and status stave spells. The higher this stat is, less damage will be sustained against spells, along with lower odds of being hit by a negative magical status attack.

CON (Constitution) - This stat affects directly Attack Speed (which will be seen later). Basically, all weapons have a weight score. If your CON >= the weight of the weapon you're carrying, your AS will not suffer any penalty. If your CON < weapon weight, your AS score will suffer a penalty of CON - Weapon Weight to your Attack Speed.

EVA (Evasion) - Base Evasion is determined by a simple formula: Attack Speed * 2 + Luck. This is the base score that determines the odds of a character dodging an attack. GBA FE games work in such a fashion that lower evasion numbers mean the character will dodge less than they mathematically should, and higher numbers will evade more. So, take these with a grain of salt.

EVA% (Evasion Rate) - This is the actual evasion odds for a character. The basic evasion rate formula consists of Evasion - Accuracy. Like NEB, I took 125 as average (the most accurate non-Mamkute enemy in FE6, Brunya, has an accuracy of 124, so I think this is accurate enough). However, this basic formula has some discrepancies. Characters with evade lower than 75 will dodge less than the numbers gotten from it imply. If their evade is higher than 75, their evade will actually be higher than the base number. I got the actual formulae from NEB, and, from my experiences, they're rather accurate.

AS (Attack Speed) - This is the actual stat used in equations regarding speed. This score is affected by weapon weight.

MT (Might) - The total Strength that a single attack will deal from a character against a 0 Defense target. This is calculated using Power + Weapon Might.

DMG (Damage) - The actual damage dealt by the character against average DL durability. These were taken using a Defense score of 10 and a Res score of 5.

Accuracy - This is calculated using the following formula: (Skill * 2) + (Luck/2) + Weapon Accuracy. This represents the character's accuracy before evasion is taken into account. To get the actual hit rate against someone, just deduct the enemy's evasion score from the result of the above equation.

Critical Hit % - To get this, the formula is (Skill/2) + Weapon critical rate. This base score is deducted from enemy Luck. I take average enemy Luck as 10, so, the odds of a character with 30 Skill to deal a critical hit without Killer weaponry against an enemy in the DL normally would be of a paltry 5%. This stat can be viewed rather literally. Berserkers and Swordmasters get a 30% critical hit bonus.

Critical Hits - A critical deals 3x the damage of a normal swing, and, unlike believed, DOES NOT IGNORE EVASION. That's just about it.

Here is the stat spreadsheet:



Weaponry (Weapons used for the damage averages - meaning they are the optimal weapons - are bolded)

Swords (Swordmaster, Hero, Thief, Master Lord, Falcon Knight, Paladin, Nomadic Trooper, Wyvern Lord)

Rapier — Prf. Weapon, 5 Weight, 85 Accuracy, 5 Might, 10 Critical, 25 Charges. Roy only. Effective against infantry (Knights/Generals, Cavaliers/Paladins).
Slim Sword — E Rank, 2 Weight, 95 Accuracy, 3 Might, 5 Critical, 30 Charges.
Iron Sword — E Rank, 5 Weight, 85 Accuracy, 5 Might, 0 Critical, 46 Charges.
Steel Sword — D Rank, 10 Weight, 70 Accuracy, 8 Might, 0 Critical, 30 Charges.
Armorslayer — D Rank, 11 Weight, 85 Accuracy, 8 Might, 0 Critical, 18 Charges. Effective against Knights/Generals.
Killing Edge — C Rank, 7 Weight, 80 Accuracy, 9 Might, 30 Critical, 20 Charges. Rutger starts with a Killing Edge equipped.
Lightbrand — C Rank, 9 Weight, 70 Accuracy, 9 Might, 0 Critical, 25 Charges. Has 1-2 range, the ranged attack being a Light-typed magical attack (has WTA against Dark Magic, and WTD against Anima). Its power is fixed on 10 damage, apparently (ITD?). And yes, it’s odd that the Lightbrand is storebought, but FE6 is on crack.
Silver Sword — A Rank, 8 Weight, 75 Accuracy, 13 Might, 0 Critical, 20 Charges.
Sword of Seals — Prf. Weapon, 8 Weight, 95 Accuracy, 18 Might, 10 Critical, Defense +5, Res +5, 20 Charges. Roy only, has 1-2 range. The long-ranged attack is the exact same as the short-ranged, damage-wise. It can also be used to fully heal Roy at the expense of one charge. How you take this is up to you.

Wo Dao — D Rank, 5 Weight, 75 Accuracy, 8 Might, 40 Critical, 18 Charges. Fir/Karel only. (Well, technically, Rutger can use one, too. But Karel and Fir are the only characters who start with a Wo Dao, and there’s only one other Wo Dao in the game besides the ones in Karel and Fir’s hands)


Lances (Paladin, Falcon Knight, Wyvern Lord, General)

Slim Lance — E Rank, 4 Weight, 80 Accuracy, 4 Might, 5 Critical, 30 Charges.
Iron Lance — E Rank, 8 Weight, 70 Accuracy, 7 Might, 0 Critical, 45 Charges.
Javelin — E Rank, 11 Weight, 55 Accuracy, 6 Might, 0 Critical, 20 Charges. Has 1-2 range.
Steel Lance — D Rank, 13 Weight, 10 Might, 0 Critical, 30 Charges.
Heavy Spear — D Rank, 13 Weight, 75 Accuracy, 11 Might, 0 Critical, 16 Charges. Effective against Knights/Generals.
Killer Lance — C Rank, 9 Weight, 75 Accuracy, 10 Might, 30 Critical, 20 Charges.
Silver Lance — A Rank, 10 Weight, 65 Accuracy, 14 Might, 0 Critical, 20 Charges.


Axes ([n]Berserker, Warrior[/b], General, Paladin)

Iron Axe — E Rank, 10 Weight, 65 Accuracy, 8 Might, 0 Critical, 45 Charges.
Hand Axe — E Rank, 12 Weight, 50 Accuracy, 7 Might, 0 Critical, 20 Charges. Has 1-2 range.
Steel Axe — D Rank, 15 Weight, 50 Accuracy, 11 Might, 0 Critical, 30 Charges.
Hammer — D Rank, 15 Weight, 45 Accuracy, 8 Might, 0 Critical, 20 Charges. Effective against Knights/Generals.
Halberd — D Rank, 15 Weight, 55 Accuracy, 10 Might, 0 Critical, 18 Charges. Effective against Cavaliers/Paladins.
Killer Axe — C Rank, 11 Weight, 65 Accuracy, 11 Might, 30 Critical, 20 Charges.
Silver Axe — A Rank, 12 Weight, 55 Accuracy, 15 Might, 0 Critical, 20 Charges.

Devil Axe — E Rank, 18 Weight, 55 Accuracy, 18 Might, 0 Critical, 20 Charges. May damage its user. (Gonzales’ starting weapon)
Brave Axe — B Rank, 16 Weight, 55 Accuracy, 10 Might, 0 Critical, 30 Charges. Double-attack. (Either Geese's or Bartre’s starting weapon, depending on the route chosen in chapter 9. If you don't get the chapter where you recruit Bartre, Geese'll start with it. If you do, however, Geese will just start with a Hand Axe and a Steel Axe. Whether you allow the Brave Axe to either of them or not, it's your call.)


Bows (Sniper, Nomadic Trooper, Warrior)

Iron Bow — E Rank, 5 Weight, 80 Accuracy, 6 Might, 0 Critical, 45 Charges. Effective against flying units (Pegasus Knight, Wyvern Rider, Falcon Knight, Wyvern Lord). Ranged weapon.
Short Bow — D Rank, 3 Weight, 80 Accuracy, 5 Might, 10 Critical, 22 Charges. Effective against flying units. Ranged weapon.
Steel Bow — D Rank, 9 Weight, 65 Accuracy, 9 Might, 0 Critical, 30 Charges. Effective against flying units. Ranged weapon.
Killer Bow — C Rank, 7 Weight, 80 Accuracy, 9 Might, 30 Critical, 20 Charges. Effective against flying units. Ranged weapon.
Silver Bow — A Rank, 6 Weight, 70 Accuracy, 13 Might, 0 Critical, 20 Charges. Effective against flying units. Ranged weapon.


Anima Magic (Sage, Valkyrie)

Fire — E Rank, 1 Weight, 95 Accuracy, 5 Might, 0 Critical, 30 Charges. 1-2 range.
Thunder — D Rank, 2 Weight, 80 Accuracy, 6 Might, 5 Critical, 25 Charges. 1-2 range.
Elfire — C Rank, 4 Weight, 75 Accuracy, 8 Might, 0 Critical, 20 Charges. 1-2 range.
Aircalibur — B Rank, 2 Weight, 85 Accuracy, 8 Might, 0 Critical, 20 Charges. Effective against flying units. 1-2 range.


Light Magic (Bishop)

Lightning — E Rank, 1 Weight, 75 Accuracy, 5 Might, 0 Critical, 30 Charges. 1-2 range.
Shine — C Rank, 3 Weight, 65 Accuracy, 8 Might, 0 Critical, 25 Charges. 1-2 range.


Dark Magic (Druid)

Flux — D Rank, 5 Weight, 70 Accuracy, 8 Might, 0 Critical, 30 Charges. 1-2 range.
Nosferatu — C Rank, 6 Weight, 70 Accuracy, 10 Might, 0 Critical, 20 Charges. Parasitic healing (all damage done to the enemy reverts to the caster as recovered HP). 1-2 range.

Eclipse — B Rank, 9 Weight, 10 Accuracy, 0 Might, 0 Critical, 5 Charges. 3-10 Range. HP->1. (Initial weapon for Niime)

518
RPGDL Discussion / Season 40, Week 5 - Tranny vs. tranny. We all win.
« on: December 29, 2007, 03:22:40 AM »
Godlike:

Zophar (Lunar2) vs. Jenna Angel (DDS)

Heavy:

Ted (S4) vs. Lassic (PSs)

Middle:

Rutee Katrea (ToD) vs. Gale (DDS)

Light:

Joker (S3) vs. Ricardo Gomez (SH3)

Bonus Match: Casting Call

519
Godlike:

Zophar (Lunar:EBC) vs Rolf Landale (PS2)
Lavos (CT) vs Jenna Angel (DDS)

Heavy:

Ted (S4) vs Marcello (DQ8)
Hilda Valentine (SH3) vs Lassic (PSs)

Middle:

Rutee Katrea (ToD) vs Cecile (S3)
Dart (FE7) vs Gale (DDS)

Light:

Kwanda Rosman (S1) vs Joker (S3)
Ricardo Gomez (SH3) vs Serph (DDS)

Bonus- Rising Waters

520
Writeup Graveyard / Zophar (vs. Rolf Landale)
« on: December 21, 2007, 06:44:37 PM »
Oh, this is certainly most entertaining. Rolf Landale may have been very lucky with his draws so far, but all joyous things must come to an end... preferrably, by the hands of the great Zophar! Rolf's anger management issues have nothing against the true manifestations of evil. While a casting of Megid may actually hurt Zophar, a Fate Storm will shred Rolf into tiny fragments of his damned soul, adding to the Destroyer's already impressive stack of claimed victims in record time. Try as he may, this pathetic Algol savior will finally be vanquished by the darkness that should have conquered his meager spirit long ago!

521
Writeup Graveyard / Rutee Katrea (vs. Cecile)
« on: December 21, 2007, 06:23:16 PM »
Another week, another gullible victim to exploit! Rutee is definitely on a run this time, and she shows no sign of exhaustion so far! Hell, this week's premier moron should make things even easier for Rutee - Cecile, the Buheduc gate guard, can be stupidly durable and evasive, alongside having a skirt under the armor, but dear god is she easily duped. She's just a freaking child, and Rutee should have no trouble conning her way into victory once again. Bloody Rose has issues hitting? No problemo: Atwight's Tidal Wave spell gets past the pesky durability and even hits Cecile's unimpressive magical resilience, and the girl's own spear stabs are handled by a couple castings of Cure as easily as anything else. This is the week of the thief, and Rutee will make sure she'll get all her earnings faster than a bullet train.

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